Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Method for leaving stations through mooring points discovere

The general place to discuss MOD''ing Freelancer!

Post Sat Jul 26, 2003 3:24 pm

Method for leaving stations through mooring points discovere

I've found the way to leave a station through its mooring points rather than berths. Not only do you leave there, you will start outside the station connected to the mooring point and go into reverse from the moor. Here is how to do it:

1: Look up the solararch to find which dock hardpoint is labelled as the mooring hardpoint ex: HpDockMountA

2: Go to the dockable folder and open up the relevant station cmp file with the utf editor and look for that hardpoint. Make a duplicate of it except for the title. Name it HpLaunchCam(letter of dock). Ex:HpLaunchCamA

3: Save the file and run it. When you leave the station in a ship that needs moors, you should be able to leave the station through its mooring points rather than its berths.

No more humongous battleships coming out of tiny berths for me. Its moors all the way

Post Sat Jul 26, 2003 8:33 pm

nice job there wanderer....im sure at least 90% of us have wanted to use the mooring fixtures at least once....kudos

Post Sun Jul 27, 2003 9:30 am

Extra info i've found so far.

HpDockPointA02 = Beginning of docking process. Your ship goes here to trigger the docking cutscene

HpDockPointA01 = End of docking process. Your ship diappears hear.

HpDockMountA = Your ship appears here when undocking.

HpDockCamA = Camera to that particular docking point when you dock. The camera will focus on you from that vantage point when docking cutscene begins.

Edited by - Wanderer on 27-07-2003 10:31:06

Post Sun Jul 27, 2003 2:48 pm

After some experiments, i found that the game kicks you out of the first dockpoint listed in the solararch. That means if you make the first hardpoint in the list a moor, even if your a fighter, when you leave the station you leave through the moor. Very disappointing.

Post Mon Jul 28, 2003 4:45 pm

even though i found this out a while ago (part of TNG), i will show yas.

ok, FORGET completely about editing cmp files and whatnot.
This is so simple.

ok this is a standard entry in solararch.ini

(this looks like West Point Academy)
[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 2.500000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 2.500000, Sc_open dock4
docking_sphere = berth, HpDockMountE, 2.500000, Sc_open dock5
docking_sphere = berth, HpDockMountF, 2.500000, Sc_open dock6
docking_sphere = berth, HpDockMountG, 2.500000, Sc_open dock7
docking_sphere = berth, HpDockMountH, 2.500000, Sc_open dock8
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_large, HpDockMountO, 10.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1

right now, see all the docking moors?
ok, now we will DELETE the berth entries. Basically, because theres not much point in having them as they will muck it all up

it should look like this...


[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_large, HpDockMountO, 10.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1

now change all the moor entries to berth, like so...


[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountI, 5.000000
docking_sphere = berth, HpDockMountJ, 5.000000
docking_sphere = berth, HpDockMountK, 5.000000
docking_sphere = berth, HpDockMountL, 5.000000
docking_sphere = berth, HpDockMountO, 10.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1


and walah! dockable stations, with the mooring cameras working.
oh and if you still get stuck try this...

[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountI, 500.000000
docking_sphere = berth, HpDockMountJ, 500.000000
docking_sphere = berth, HpDockMountK, 500.000000
docking_sphere = berth, HpDockMountL, 500.000000
docking_sphere = berth, HpDockMountO, 500.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1

that will increase the distance from which you need to be to dock at (or something like that, this could remove the docking camera tho, as it would be more like a big bubble, and no docking cameras.)
This stuff is akin to what i sent Reynen
(Donot copy any of the work and put it in a mod without crediting me and Starfyre Studios)

enjoy modding!

from Duriel_LOP
Starfyre Studios, System Designer
email: [email protected]

Edited by - Duriel_LOP on 28-07-2003 17:50:08

Post Mon Jul 28, 2003 6:24 pm

Well, don't know if it matters but all I did was replace the large moors with "jump" types and in MP games you frequently launch from the mooring point. There's no fancy camera view though, just 1st or 3rd person depending on how you play the game. From what I can tell, at the station where the moors are listed before the berths you almost always launch from a moor so it may have something to do with the docking point order, in MP games anyway.

Post Tue Jul 29, 2003 3:08 am

That is what this thread was about. It was supposed to allow you to leave the station using moors ONLY if you were a moor capable ship but it seems the FL engine has different ideas. Besides, without a launch cam specified for the moor point, i don't believe you can leave through there. I tried and it crashed. (Although it did'nt have launch cams at all.

Post Tue Jul 29, 2003 6:50 am

I made the above method and it worked, It made me dock and leave with the station easily

Post Tue Jul 29, 2003 8:03 pm

Well Wanderer posted first so well done mate.

Duriel_LOP: Wanderer has very special reasons for wanting to know this info that goes much further than simple docking ships at moors. You should have access to respawns private forum as do all tng members. Take a look and you will understand wanderers needs better.

I'll repeat my stuff here for those who are not prevy to my emails with wanderer.

The docking fixture used on planets for large ships works fine for docking and launching. Trouble is, your spawned facing it, at the wrong side of it, when you leave the station. So whilst the ship is launching your crashing into the docking fixtured. When your launch is complete, you regain control and can move away.

That was the only minor issue i found with the mooring problem using those docking fixtures.

Still, even though all ships leave through the moor, i think it is a hell of a lot better than using docking rings.

I think taking into account wanderers findings may mean me universal docking system may actually work now. Will give it a try.

Giskard


Edited by - giskard on 29-07-2003 21:11:43

Post Wed Jul 30, 2003 3:15 am

You might be able to fix that with a simple amount of editting of both the position and orientation (try reversing the setting) of the dockmount. That should do it.

Post Wed Jul 30, 2003 7:52 am

Giskard, Use the morring things above docking rings then, that would be easier wouldnt it??

Post Thu Jul 31, 2003 2:25 am

Duriel. He was using the "mooring thing" its called the mooring fixture.

Post Fri Aug 01, 2003 12:29 am

Duriel_LOP: Yup mate, but that is the item im talking about here.

They work almost perfectly. Just that one minor issue. Wanderer may be right in that a simple edit will fix them. I have not tried that yet, i just did that on my custom stations and universal docking file to see if it worked on them and the orientation didnt change a bit on those not matter what setting i used on them. So ive been reluctant to waste time on it since then.

Giskard

Post Fri Aug 01, 2003 3:05 am

Giskard, changing the orientations does edit where your ship is facing in relation to the dock mount. For instance if its level with the mooring mount hardpoint, you appear facing away from it. If on the other hand its the reverse, your ship will appear with its nose facing the fixture. Or at least thats how it worked with the Citadel dock ports.

Post Fri Aug 01, 2003 11:25 pm

I spent days working on this Wanderer, never had any luck at all in changing the orientation. I always got the elevator landing i mentioned in another thread. Changing everything, nothing appeared to work. The ship did dock ok, it was just the facing that was wrong.

BTW that was with a real custom dock, I have 2 btw that i made a few months ago and 1 totally invisable dock with no surfaces (my universal dock). The idea behind the latter was that you place it inside a shipyards exoskelleton and use the shipyard as a dock

Would be a natural solution to the Bs docking issue

Giskard

Return to Freelancer General Editing Forum